Recent posts by TheSilenT on Kongregate

I’m pretty sure adding caps to the item mixer is bugged/not functional. The item level doesn’t increase and the odds of the rarity going up are no higher, I’ve tried enough times to know. 3 whites to green with caps is supposed to be 90%, it’s actually 30%.

If you could change your in game name for some amount of diamonds, would you consider buying one?

A relatively common item/idea among other MMOs is the concept of a “Name change ticket”. It also exists on services such as XBL. People usually to have a little fun with it by messing with their name, and it’s a non-p2w purely cosmetic shop item that could help draw some funds for the devs.

However, there has to be enough interest for this in order for Blake and Ryan to consider spending dev time on it. Tell me what you think.

A large number of the “free” Kred offers are outright scams, that’s just the nature of the beast.

The survey/app providers will tell you that you did something wrong if confronted with it, but I’ve been doing these long enough to know half of them won’t report a completion of the offer (either for everyone or for certain people). There are also a large number of survey sites (or anything else that collects personal information) that will take your information, keep it and then run you in circles saying you didn’t qualify for any survey and/or link you to some phishing site. Even when you know exactly what the survey is supposed to be aimed at and answer accordingly, you get looped in circles while they data gather.

If you’ve ever used your real/permanent e-mail or address for these kinds of things, you now know one of the reasons you’re flooded with spam.

Of course, none of this is directly Kong’s fault, but they still chose to be affiliated with them and put those offers up on Kong.

I am level 16 and my 4 warriors can defeat 2 war and 2 rogue with daggers team because of the strength and speed. You must make sure that the speeds of your all party members are greater than the opponent’s 2 warriors and you can defeat 2 war and 2 rogue build. You should also use your gears and skills wisely. Remember,there is no such thing as unbeatable party.

Properly built 2W2R intimislash beats properly built 4W, including at 20. Plus, their gear will be better on average because they can use 2 classes worth of Epic/Legendary rerolled drops while you’re limited to only Warrior gear (so you’ll be using a lot of crafted junk).

The best build to counter 2W2R intimislash is level 20 2W2M. And 4W beats that build, kind of like a rock paper scissors. There are other builds out there, though, and there’s always room for experimentation. Like Zumato and his Headshot archer mage pickoff comp.

Mage’s burn passive: either replace it with something completely different, or only work with actual fire skills, not freezing wind.

It doesn’t. Freezing Wind will apply burn stacks with that passive, but only Fire Arrow, Fireball, Firestorm and Inferno will proc the bonus damage of burn. There’s no way to change that, it’s hard coded that way.

That’s not applying bonus damage from burn, that’s just adding burn stacks. That freezing wind won’t do extra damage no matter how much burn you put on your opponent. Neither will any other attack aside from Fire Arrow, Fireball, Firestorm and Inferno.

Adding fire to your attacks doesn’t make them apply burn. Adding burn to your attacks without Burn on them already (through the Mage passive) doesn’t make them apply burn. However, Fire Arrow, which doesn’t do fire damage (it does Ranged damage), does apply burn.

Burn is coded as such that it only applies the bonus damage on abilities which apply burn naturally. Those being Fire Arrow, Fireball, Firestorm and Inferno.

The 4x Firestorm comp is a cheesy AI farming comp which has inherent weaknesses. Switch to something with more sustained or burst damage if you don’t want to get outclassed by everything, including easy PvE events.

At 16, you’re going to run into a lot of melee rogues due to Intimidate being OP, and those melee rogues will shred at least one of your front row mages before he gets his firestorm off, which means you have no chance of AoEing anything to death.

The fastest way to remedy this is to simply award a potential win/loss at the moment of the match being made, instead of when both players load. The second you queue into someone and see their scouting information, you should be locked into a match, and a refresh is just a forfeit.

As queue dodging (aka: people refreshing when they see they’re matched to opponent they might lose to) is a huge problem in the game right now, a win/loss should be awarded at the moment two players get matched, not only if both of them load. Right now, if someone refreshes, you’re stuck waiting about 3 minutes for it to spit you back out into town with an error and no compensation, while your dodging opponent receives no penalty and even gets back in faster.

As things currently stand, it’s nearly impossible to get a PvP match, especially at higher levels.

At level 16+, the 4 melee (2 Warrior 2 Rogue being the most common) comp is really dominant. Intimidate is outright broken and makes hard tanks completely useless, they’ll get shredded no matter what they do. Even worse is if you have 1 or 2 mages in the front, they’ll die to a single gut. And mages absolutely cannot outspeed Rogues due to their +15% passive and only needing 7 points in non-AGI stats.

What the firestorm comp is really good at is farming AI, since they can clear most AI teams way faster than anything else.

Quickest and easiest way to fix the dominance of rush down/speed comps is to increase the base health of every class (as well as the bonus given by CON). Also, maybe apply the diminishing returns that AGI gives to speed to the speed stat itself instead.

I believe something like an across the board 25% health increase would increase the diversity of builds seen in the game.

Edit: Retracting my previous statement, the game really, really changes at level 16. Largely because Intimidate is broken as hell, making tanks completely useless, which in turn breaks the balance of the game wide open.

Full speed rogues will take out mages. Also, if you have mages in the front, their Warrior (even if it’s a full tank) will 1-2 shot them.

Mages are good, but every class has it’s use. The balance is good right now. Except melee rogues, they suck.

Execuse me, and why exactly does melee rogues suck? lol..
Blood frenzy can take out a full tanky knight in 4 turns without any help of party members.
Melee rogue is GUT.

Except a melee rogue literally bounces off my tank, even if I give him a million turns to set up that phys resistance debuff and his damage buff.

If you’re facing crappy speed bludgeon Warriors, you’re going to cut them to ribbons, but I guarantee he’s going to do nothing to my team or most teams for that matter. The only way to beat a current “meta” team is to take out their back line ASAP.

For reference, my PvP record is something like 200-20, and exactly 0 of those losses were against teams with melee rogues or two warriors. In fact, those are by far the easiest wins.

I’m sorry about the late reply. I was out of the office for the weekend. We will forward this feedback on to the developers. In the mean time, please remember that their are counters to cards with the faith ability. It’s possible to kill them with creatures if they are not well protected. You can hit them with direct damage using skill cards like smite and fireball, Rangers can unsummon them if they become too much of a problem, and card with the fear ability have the possibility of doing the same.

Faith is definitely a powerful ability, but so is the heroic and rage abilities.

It’s not all about one card, it’s about the whol deck and what you can do with it as a player.

Thanks,

Stormshade

Just because something can be countered doesn’t make it balanced. You have to consider just how much of an impact one card has. And BPs and BAs have too much of an impact.

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